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Cheng-Tai Li; Huei-Tse Hou – Journal of Science Education and Technology, 2024
The COVID-19 pandemic has drawn the attention of educators to the blended learning model. This study developed a remote blended game-based learning activity that integrates digital game--based learning (DGBL) and blended learning (including online synchronous and asynchronous learning). This method emphasizes that in the online synchronous…
Descriptors: Distance Education, Blended Learning, Game Based Learning, Asynchronous Communication
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M. G. Boltyshev – Interactive Learning Environments, 2024
The article is devoted to the experts' assessment of the application of gamification in corporate training. It analyzes the experiences of companies that use gamification in training their employees, as well as the survey of experts (n = 81) in the field of corporate training. The aim of the study was to identify common strategies for the…
Descriptors: Gamification, Corporate Education, Program Effectiveness, Corporations
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Chawin Chukusol; Prachyanun Nilsook; Panita Wannapiroon – International Education Studies, 2024
This study focuses on the development and evaluation of a challenge-based hybrid learning approach utilizing a virtual board games platform to enhance international standard student competency. Our research applies educational management theories to challenge-based learning, providing learners with diverse opportunities for engagement,…
Descriptors: Blended Learning, Game Based Learning, Problem Solving, Learner Engagement
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Carmen Herrmann; Barbara Drechsel – Psychology Learning and Teaching, 2024
This report provides an example implementation of a "virtual gaming simulation" (VGS) in counseling seminars in teacher education as a tool for learning psychological conversation skills. The theory-practice seminar "Counseling language learners" in a blended learning environment includes the teaching of counseling…
Descriptors: Computer Simulation, Counseling, Seminars, Teacher Education Programs
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Addison Davis – English in Texas, 2024
As a teacher in the San Antonio Independent School District, Addison Davis encountered a significant challenge--maintaining student engagement during the last periods of the school day. These periods often felt like a battle between his students' growing restlessness and his efforts to keep them focused on the content. Initially, he relied heavily…
Descriptors: Teaching Methods, Preferences, English Instruction, Handwriting
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Keng-Chih Hsu; Gi-Zen Liu – Journal of Computer Assisted Learning, 2025
Background: Augmented reality (AR) emerges as a technology with considerable promise and substantial potential for pedagogical integration within language education contexts. However, there remains a scarcity of review studies exploring the best practices and principles for oral communication facilitation based on robust theoretical models or…
Descriptors: Computer Simulation, Computer Assisted Design, Verbal Communication, Language Acquisition
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Shen Qiao; Samuel Kai Wah Chu; Susanna Siu-sze Yeung – Computer Assisted Language Learning, 2025
Morphological analysis is a form of problem solving to work out the meanings of unfamiliar words by applying knowledge of morphemes. It has emerged recently as an important predictor of reading comprehension. However, while gamification can potentially be used to teach this skill, few studies have examined its use. To address this, a…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Second Language Instruction
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Alvie Faustino Diaz; Henrilyn Estoque-Loñez – International Journal of Education in Mathematics, Science and Technology, 2024
Gamification is an educational strategy that makes learning fun and keeps students interested in learning, which helps them learn more and grow their knowledge. However, given its growing popularity, it is necessary to review empirical studies regarding gamification in education as an intervention for an effective teaching and learning process.…
Descriptors: Meta Analysis, Game Based Learning, Educational Games, Teaching Methods
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Kittichai Nilubol; Pragasit Sitthitikul – LEARN Journal: Language Education and Acquisition Research Network, 2025
This study investigates the effects of a Gamified Learning Model (GLM) on the writing skills and metacognitive awareness of Thai EFL university students within a blended learning environment. Employing a quasi-experimental one-group pretest-posttest design alongside a Concurrent Embedded mixed-methods approach, the research scrutinizes the…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Game Based Learning
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Dina Altayevna Malgazhdarova; Gulzira Kabayevna Kenzhetayeva; Ismail Hakki Mirici – Novitas-ROYAL (Research on Youth and Language), 2024
A persistent issue exists in Kazakh higher education institutions regarding the nonsystematic approach to teaching grammar. Although some believe that grammar is acquired automatically, thus requiring no separate study, this sentiment may not be entirely accurate. Knowledge may sometimes be presented in an unsystematic manner, lacking structure…
Descriptors: Game Based Learning, Learning Activities, English (Second Language), Second Language Learning
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Bosede Iyiade Edwards, Editor; Bruno Lot Tanko, Editor; Mustafa Klufallah, Editor; Hassan Abuhassna, Editor; Caleb Chidozie Chinedu, Editor – Lecture Notes in Educational Technology, 2025
This book explores the symbiotic relationship between human learning and machine learning, examining how emerging technologies and human-machine interfaces are reshaping the educational landscape. Organized into four sections with 20 chapters, it provides a multidisciplinary perspective on the dynamic intersection of these twin concepts. Bridging…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Learning